         points (map #(for-t % [x-vals y-vals z-vals]) (range 0 1 step-amount))]
     points))
 
-;; this can generate paths that go below the canvas, we should set
+;; This can generate paths that go below the canvas, we should set
 ;; these to 0 as it is the equivalent of painting on the canvas
 
 (defn ensure-above-canvas [path]

(defn fling-paint []
  (let [position       (starting-point)
        total-time     (random-between 1 5)
        path           (ensure-above-canvas (de-casteljau (anchor-points position 0.1 2 3 15 0.4) 0.01))
        velocities     (path-velocities path total-time)
        masses         (path-masses path (random-between 0.1 1))
        projected-path (map #(project-point %1 %2) path velocities)

(defn random-between [lower-bound upper-bound]
  (+ lower-bound (rand (- upper-bound lower-bound))))

;; Below is an algorithm that will give well distributed random unit
;; vectors. It was ported from code found [in GameDev the
;; forums](http://www.gamedev.net/topic/499972-generate-a-random-unit-vector/#entry4261773).

(defn random-unit-vector []
  (let [asimuth (* (rand) 2 Math/PI)
